I mean … is it not supposed to be powerful? I thought it was supposed to be powerful. I only recently discovered that my character could craft it and it was one of those cool moment where I got to have fun with a new rewarding part of the game.[/quote]
It should definitely be powerful. The problem is that at least when I play, once I have the PAR there’s nowhere to go from there. Like I said, I’m throwing away top-tier guns because the cost/benefit ratio for any other weapon just isn’t there. Eventually the game stops being fun because of it; you either end up with multiple trunk-fulls of weapons you’ll never use or just… stop playing.
Maybe it’s actually a symptom of a more systemic problem. It seems like after the first month or two you’ve pretty much “won”. You can beat up the Triffid Hearts and smash the Mycus’ stuff, but there’s no real reward for doing so (and honestly I’ve yet to run into anything but the little fungal spires anyway, and those aren’t even tough; you can just blow them away with the PAR). I know the design document says you’re not supposed to be able to reverse or stop or even really slow the Cataclysm, but if not what the hell else is the player supposed to do?
There’s also a severe lack of tactical diversity. There’s truckfulls of rocket launchers and nail rifles and other such things, but in the end the FOOS of “get an automatic weapon and mash F” or “get a decent melee weapon / get good at bare-handed and run into things” is king; there’s no use for, say, smoke grenades. EMP grenades are handy against turrets, but that’s just “see a cheap instakill turret, lob EMP, you’re winner;” that’s not really fun. And tear gas is supposed to be nasty against triffids, but I’ve never tried it 'cos I just run them over.
I’d aggree that existring enemies might need a buff and/or new enemies might need to be added, yeah.